User:Xhayel/Necromancer, 4th Variant (5e Class)

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The Necromancer[edit]

Fear, respect, they are but two sides of the same coin to those that manipulate undeath.

Mastery Over Life and Death[edit]

Hordes of the undead swarm a castle’s walls, lead by an ebony-clad human. He seeks to end the tyranny of the king who terrorized his people, using the corpses of his victims to strike fear into the heart of his men. A group of ill-prepared adventurers delve into dungeon’s deep and are swarmed by goblins. Moments later all torchlight is extinguished and for what feels like minutes only the sound of incoherent groaning, swords meeting flesh, and goblins screaming in terror can be heard. Almost as soon as it started it ended, and there in the newfound torchlight a half-giant surrounded by scores of undead seeming to wait for his command stands in the aftermath. This is the power of a necromancer: mastery over life and death.

Creating a Necromancer[edit]

Quick Build

You can make a Necromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose either the Inheritor or Charlatan background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the light crossbow.

Class Features

As a Necromancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Necromancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Necromancer level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: Disguise Kit
Saving Throws: Charisma & Constitution
Skills: Choose Two From Arcana, Deception, Medicine, Perception, Religion, Survival, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Component Pouch or (b) Arcane Focus
  • (a) Light Crossbow and 20 bolts or (b) any simple weapon
  • Leather Armor, any simple weapon, and two daggers
  • (a) Explorer's Pack or (b) Scholar's Pack
  • If you are using starting wealth, you have 2d4x10 gp in funds.

Table: The Necromancer

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Necromantic Sects, Spellcasting 3 2 2 2
2nd +2 Leeching Affliction, Undead Affinity 3 3 3
3rd +2 Sect Boon 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 Seize Undeath 4 6 4 3 2
6th +3 Necromantic Sects Feature 4 7 4 3 3
7th +3 Retrieve the Lost 4 8 4 3 3 1
8th +3 Ability Score Improvement 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 Necromantic Sects Feature 5 11 4 3 3 3 2
11th +4 Liturgy of the Dead 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 Seize Undeath Improvement 5 13 4 3 3 3 2 1 1
14th +5 Necromantic Sects Feature 5 13 4 3 3 3 2 1 1
15th +5 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1
17th +6 Necrotic Engulfment 5 15 4 3 3 3 2 1 1 1 1
18th +6 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 Invincible Resurrectionist 5 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You’ve peered into the abyss and as such the abyss peers back. You draw on the necrosis within your realm, using it to fuel your spells.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.

Spell Slots

The Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.

Spells Know of 1st Level and Higher

You know two 1st-level Spells of your choice from the wizard spell list.

You learn an additional Necromancer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Necromancer Spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Charisma is your spellcasting ability for your necromancer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a necromancer or wizard spell as a ritual if that spell has the ritual tag and you have the spell in your list of spells for the day. You don’t need to have the spell prepared.

Expanded Spell List

Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your necromancer spells.

Necromantic Sect[edit]

Starting at 1st level, you choose a sect. Choose between the War Liege, the Death Magnate, the Ghoulish Beckoner, or the Soul Lord. Your choice grants you features at 1st level and again at 6th level, 10th level, and 14th level

Leeching Affliction[edit]

At 2nd level, your touch can transfer the essence of others to strengthen your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage die increases by an additional 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all uses of this feature at the end of a long rest.

Undead Affinity[edit]

At 2nd level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic (unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of uninterrupted inactivity instead of 8 hours once per day. Additionally, any radiant damage you deal instead becomes necrotic damage and any fire damage you deal instead becomes cold.

Sect Boon[edit]

At 3rd Level, your research in necromancy bestows a new knowledge upon you based on your sect of interest. You gain one of the following features of your choice based on the sect you chose at level 1.

War Liege

You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your sect also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Death Magnate

You learn the Sanctuary spell and can cast it without its component requirement. The spell doesn’t count against your number of Spells known. Once a day, you may cast this spell without expending a spell slot. You regain use of this effect after a Long rest.

Ghoulish Beckoner

When you hit a creature with a melee weapon Attack, you can expend one spell slot to deal cold damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. Additionally, if the target is a creature other than an elf or undead, it must succeed on a DC Constitution saving throw or be paralyzed for 1 minute. The damage increases by 1d8 if the target is a Celestial. You regain use of this feature after a long rest.

Soul Lord

Be it the soul of a long lost relative, that of a powerful Necromancer, or a fallen deity, you are gifted a grimoire by the spirit of the deceased and granted more knowledge in the form of the Tome of Pneuma. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Necromancer spell list, they are nonetheless Necromancer Spells for you.

If you lose your Tome of Pneuma, you can perform a 1-hour Ceremony to receive a replacement from whatever soul blessed you. This ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Seize Undeath[edit]

Starting at 5th level, you can use magic to bring undead under your control, even those created by other necromancers and wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your necromancer spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. At level 13, you can target an additional undead.

Retrieve the Lost[edit]

You understand that the dead are everywhere, not just in graveyards or the corpses strewn across a battlefield. Whether it be below city streets or the umbral depths of a dungeon, you find the dead where no other can. At 7th level, you add the Animate Dead spell to your spellbook if it is not there already. Animate Dead no longer requires a corpse or pile of bones to raise the dead; the skeleton or zombie will claw its way to the surface in an unoccupied space and act on your next turn. In addition, this spell no longer counts against your number of spells known but still requires a spell slot to cast.

Liturgy of the Dead[edit]

At level 11, animate dead can be cast as a ritual.

Necrotic Engulfment[edit]

Starting at 17th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a ghostly tint. The overexposure to death has earned a new affinity with the undead. Whenever you interact with undead, you have advantage on all Charisma checks and your Seize Undeath feature grows stronger. Creatures of Intelligence 8 or higher no longer have advantage on their saving throws against you and undead of Intelligence 12 or higher can only repeat their saving throws every two hours when you use your Seize Undeath feature. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions.

Perfected Resurrectionist[edit]

You’ve become a master in your craft, creating scores of undead with a morale to your leadership that matches that of loyal guardsmen. When you reach 20th level, undead under your power are no longer affected by sunlight sensitivity if they have it. Nor are they vulnerable to fire damage, psychic damage, or radiant damage and gain immunity to any outside sources of mind altering effects such as Command Undead while under your control. Their minimum AC is now 16.

Necromantic Sects[edit]

War Liege[edit]

There’s strength in numbers. There’s strength in skill as well. War Lieges want both.

War Liege Expanded Spells
Spell Level Spells
1st Armor of Agathys, Bane
2nd Find Steed, Crown of Madness
3rd Lightning Bolt, Hunger of Hadar
4th Find Greater Steed, Staggering Smite
5th Circle of Power, Contagion
Necrotic Reinforcement

To be on the frontlines of battle you must be of strong fortitude, as such you use the necrotic energies you manipulate to reinforce your body. At 1st level, your hit point maximum increases by 2, and it increases by 2 again whenever you gain a level in this class.

Amass the Legion

At 6th level, when you use a spell or feature, such as animate dead to reanimate the dead, you may resurrect an additional undead. In addition, any medium humanoid or smaller that is not an undead that you kill with necrotic damage becomes a zombie. You must use your Seize Undeath feature to control the resulting zombie.

Accord of the Crypt

At 10th level, zombies or skeletons you reanimate or use your Seize Undeath feature on gain the following features:

  • Multiattack. The undead makes two melee attacks or two ranged attacks.
  • The creature's hit point maximum is increased by an amount equal to your proficiency modifier plus your Necromancer level.

Undead lose these features if they are no longer under your control.

Undead Militia

At 14th level, you’ve perfected the art of raising your undead and as such impart your own knowledge unto them. Undead you reanimate or use your Seize Undeath feature on gain the following features:

  • Improved Critical. Undead under your control score a critical hit on a roll of 19 or 20.
  • You provide zombies and skeletons you reanimate with a one-handed weapon and shield, they gain the fighting style Protection, and proficiency in one armor type and one weapon type.
  • Undead under your control share one of your ability scores and your proficiency modifier (their cr is adjusted accordingly).

Undead lose these features if they are no longer under your control.

Death Magnate[edit]

A Death Magnate seeks to balance their usage of life and death, choosing to be the jack-of-all-trades Necromancer.

Death Magnate Expanded Spells
Spell Level Spells
1st Cure Wounds, Healing Word
2nd Aid, Lesser Restoration
3rd Aura of Vitality, Mass Healing Word
4th Aura of Life, Death Ward
5th Raise Dead, Greater Restoration
Scholar of Death

Starting at 1st level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to your Charisma modifier + the spell’s level.

Life Goes On

When you reach 6th level, you can use your dark power to heal the badly injured. As an action, for an amount of times equal to your Charisma modifier a day, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum, the pool of hit points used for this feature replenishes after a long rest. You can’t use this feature on an Undead or a construct. You regain all expended uses of this feature after a Long Rest.

Potent Healing

At 10th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.

Death's Advocate

Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. When you reach 14th level, you may expend a 7th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature within 60 feet that you can see that is below half of their maximum hit points and the Grim Reaper will end their life.

Ghoulish Beckoner[edit]

If all else fails and you can’t beat them; join them.

Ghoulish Beckoner Expanded Spells
Spell Level Spells
1st Snare, Detect Poison and Disease
2nd Find Traps, Spike Growth
3rd Feign Death, Thunder Step
4th Freedom of Movement, Shadow of Moil
5th Dispel Evil and GoodEnervation
Nostalgic Scent

At 1st level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such their stench effect no longer affects you.

Howl of the Damned

When you reach 6th level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your Seize Undeath feature if you wish to command the resulting ghoul or ghast.

Ghastly Likeness

At 10th level, you and your servants move faster than before as you grow ever more akin to your creations. The movement speed for you, the ghouls, and the ghasts you control is increased by 10ft. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.

Master's Calling

At 14th level, once a day you may resurrect 8 ghouls and 2 ghasts within unoccupied spaces in a 60 foot circle around you. The summoned creatures share your initiative and they follow your commands for up to 5 minutes. After 5 minutes you must use your Seize Undeath or any other feature or spell that allows you to control the undead if you wish to continue controlling the undead created by this feature at which point they count normally for those features. You regain use of this feature after a long rest.

Soul Lord[edit]

When you want to avoid conflict entirely you take disassociation a bit too seriously.

Soul Lord Expanded Spells
Spell Level Spells
1st Dissonant Whispers, Faerie Fire
2nd Silence, Enthrall
3rd Spirit Guardians, Enemies Abound
4th Sickening Radiance, Elemental Bane
5th Reincarnate, Far Step
Incorporeal Supremacy

Beginning at 1st level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. An incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances. Additionally, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.

Forceful Manifestation

When you reach 6th level, any creature you kill with necrotic energy becomes an undead spirit of the DM’s choice (ie a wraith, poltergeist, or a banshee). You must use your Seize Undeath feature if you wish to command the resulting undead spirit.

Soul Food

At 10th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. Once per hour, you may use an action to consume the soul of a creature that has died within 4 minutes that is 5 feet from you. Upon consumption of a creature's soul you regain a number of hit points equal to three times the number of hit dice the target creature had and gain proficiency in Perception and Insight checks for 1 hour. If you already have proficiency in those skills you instead gain double proficiency.

Unquieted Spirit

When you reach 14th level, you've learned how to leave your flesh behind for a period of time. For a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. Your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your charisma modifier. After using this feature once your physiology will begin to match that of the souls you command, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Multiclassing[edit]

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Variant Features[edit]

Indiscriminant Resurrection: A War Liege Necromancer may also resurrect non-medium, non-humanoid creatures with the Amass the Legion feature, but the DM must be prepared for and approve such events.

Wall of Fire[edit]

Wall of Fire becomes Wall of Darkness: Wall of Darkness becomes a 4th level spell by removing 1 damage die from the damage it deals.